//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005-2014 Simon Howard
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License for more details.
//
// DESCRIPTION:
//  Play functions, animation, global header.
//


#ifndef __P_LOCAL__
#define __P_LOCAL__

#ifndef __R_LOCAL__
#include "r_local.h"
#endif

#define FLOATSPEED      (FRACUNIT*4)


#define MAXHEALTH       100
#define VIEWHEIGHT      (41*FRACUNIT)

// mapblocks are used to check movement
// against lines and things
#define MAPBLOCKUNITS   128
#define MAPBLOCKSIZE    (MAPBLOCKUNITS*FRACUNIT)
#define MAPBLOCKSHIFT   (FRACBITS+7)
#define MAPBMASK        (MAPBLOCKSIZE-1)
#define MAPBTOFRAC      (MAPBLOCKSHIFT-FRACBITS)


// player radius for movement checking
#define PLAYERRADIUS    16*FRACUNIT

// MAXRADIUS is for precalculated sector block boxes
// the spider demon is larger,
// but we do not have any moving sectors nearby
#define MAXRADIUS       32*FRACUNIT

#define GRAVITY     FRACUNIT
#define MAXMOVE     (30*FRACUNIT)

#define USERANGE        (64*FRACUNIT)
#define MELEERANGE      (64*FRACUNIT)
#define MISSILERANGE    (32*64*FRACUNIT)

// follow a player exlusively for 3 seconds
#define BASETHRESHOLD       100



//
// P_TICK
//

// both the head and tail of the thinker list
extern  thinker_t   thinkercap;


void P_InitThinkers (void);
void P_AddThinker (thinker_t* thinker);
void P_RemoveThinker (thinker_t* thinker);


//
// P_PSPR
//
void P_SetupPsprites (player_t* curplayer);
void P_MovePsprites (player_t* curplayer);
void P_DropWeapon (player_t* player);


//
// P_USER
//
void    P_PlayerThink (player_t* player);


//
// P_MOBJ
//
#define ONFLOORZ        INT_MIN
#define ONCEILINGZ      INT_MAX

// Time interval for item respawning.
#define ITEMQUESIZE     128

extern mapthing_t   itemrespawnque[ITEMQUESIZE];
extern int      itemrespawntime[ITEMQUESIZE];
extern int      iquehead;
extern int      iquetail;


void P_RespawnSpecials (void);

mobj_t*
P_SpawnMobj
( fixed_t   x,
  fixed_t   y,
  fixed_t   z,
  mobjtype_t    type );

void    P_RemoveMobj (mobj_t* th);
mobj_t* P_SubstNullMobj (mobj_t* th);
boolean P_SetMobjState (mobj_t* mobj, statenum_t state);
void    P_MobjThinker (mobj_t* mobj);

void    P_SpawnPuff (fixed_t x, fixed_t y, fixed_t z);
void    P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, int damage);
mobj_t* P_SpawnMissile (mobj_t* source, mobj_t* dest, mobjtype_t type);
void    P_SpawnPlayerMissile (mobj_t* source, mobjtype_t type);


//
// P_ENEMY
//
void P_NoiseAlert (mobj_t* target, mobj_t* emmiter);


//
// P_MAPUTL
//
typedef struct
{
    fixed_t x;
    fixed_t y;
    fixed_t dx;
    fixed_t dy;

} divline_t;

typedef struct
{
    fixed_t frac;       // along trace line
    boolean isaline;
    union {
    mobj_t* thing;
    line_t* line;
    }           d;
} intercept_t;

// Extended MAXINTERCEPTS, to allow for intercepts overrun emulation.

#define MAXINTERCEPTS_ORIGINAL 128
#define MAXINTERCEPTS          (MAXINTERCEPTS_ORIGINAL + 61)

extern intercept_t  intercepts[MAXINTERCEPTS];
extern intercept_t* intercept_p;

typedef boolean (*traverser_t) (intercept_t *in);

fixed_t P_AproxDistance (fixed_t dx, fixed_t dy);
int     P_PointOnLineSide (fixed_t x, fixed_t y, line_t* line);
int     P_PointOnDivlineSide (fixed_t x, fixed_t y, divline_t* line);
void    P_MakeDivline (line_t* li, divline_t* dl);
fixed_t P_InterceptVector (divline_t* v2, divline_t* v1);
int     P_BoxOnLineSide (fixed_t* tmbox, line_t* ld);

extern fixed_t      opentop;
extern fixed_t      openbottom;
extern fixed_t      openrange;
extern fixed_t      lowfloor;

void    P_LineOpening (line_t* linedef);

boolean P_BlockLinesIterator (int x, int y, boolean(*func)(line_t*) );
boolean P_BlockThingsIterator (int x, int y, boolean(*func)(mobj_t*) );

#define PT_ADDLINES     1
#define PT_ADDTHINGS    2
#define PT_EARLYOUT     4

extern divline_t    trace;

boolean
P_PathTraverse
( fixed_t   x1,
  fixed_t   y1,
  fixed_t   x2,
  fixed_t   y2,
  int       flags,
  boolean   (*trav) (intercept_t *));

void P_UnsetThingPosition (mobj_t* thing);
void P_SetThingPosition (mobj_t* thing);


//
// P_MAP
//

// If "floatok" true, move would be ok
// if within "tmfloorz - tmceilingz".
extern boolean      floatok;
extern fixed_t      tmfloorz;
extern fixed_t      tmceilingz;


extern  line_t*     ceilingline;

// fraggle: I have increased the size of this buffer.  In the original Doom,
// overrunning past this limit caused other bits of memory to be overwritten,
// affecting demo playback.  However, in doing so, the limit was still
// exceeded.  So we have to support more than 8 specials.
//
// We keep the original limit, to detect what variables in memory were
// overwritten (see SpechitOverrun())

#define MAXSPECIALCROSS         20
#define MAXSPECIALCROSS_ORIGINAL    8

extern  line_t* spechit[MAXSPECIALCROSS];
extern  int numspechit;

boolean P_CheckPosition (mobj_t *thing, fixed_t x, fixed_t y);
boolean P_TryMove (mobj_t* thing, fixed_t x, fixed_t y);
boolean P_TeleportMove (mobj_t* thing, fixed_t x, fixed_t y);
void    P_SlideMove (mobj_t* mo);
boolean P_CheckSight (mobj_t* t1, mobj_t* t2);
void    P_UseLines (player_t* player);

boolean P_ChangeSector (sector_t* sector, boolean crunch);

extern mobj_t*  linetarget; // who got hit (or NULL)

fixed_t
P_AimLineAttack
( mobj_t*   t1,
  angle_t   angle,
  fixed_t   distance );

void
P_LineAttack
( mobj_t*   t1,
  angle_t   angle,
  fixed_t   distance,
  fixed_t   slope,
  int       damage );

void
P_RadiusAttack
( mobj_t*   spot,
  mobj_t*   source,
  int       damage );



//
// P_SETUP
//
extern byte*        rejectmatrix;   // for fast sight rejection
extern short*       blockmaplump;   // offsets in blockmap are from here
extern short*       blockmap;
extern int      bmapwidth;
extern int      bmapheight; // in mapblocks
extern fixed_t      bmaporgx;
extern fixed_t      bmaporgy;   // origin of block map
extern mobj_t**     blocklinks; // for thing chains



//
// P_INTER
//
extern int      maxammo[NUMAMMO];
extern int      clipammo[NUMAMMO];

void
P_TouchSpecialThing
( mobj_t*   special,
  mobj_t*   toucher );

void
P_DamageMobj
( mobj_t*   target,
  mobj_t*   inflictor,
  mobj_t*   source,
  int       damage );


//
// P_SPEC
//
#include "p_spec.h"


#endif  // __P_LOCAL__
